These are some ideas from an unpublished Spider-Man
supplement for a Marvel RPG. These ideas
should work for any setting. I don’t
have the original link and no author is listed on pdf I have, so sorry I can’t
reference the material.
For a quick three scene adventure:
Choose three cool settings
Create a villain
Create a hook for the characters
First Scene: Start with immediate action that sets up a
mystery. A clue leads to the second
scene.
Second Scene: Investigation of clue. Minor obstacles, puzzles, interrogation, red
herrings. Revelation of the villain’s
plan, or at least his location.
Third Scene: Showdown.
Villain attempts to enact his plan.
The characters are the only ones who are in a position to stop it.
Other Considerations:
Who are your players?
What kind of adventures do they like?
Choose NPC’s. Villain
henchmen, character allies, non-combatants to negotiate with, random
belligerents
Objectives. Beyond
the primary objective: secondary goals, false objectives, bonus/opportunity
objectives, and future plot hooks within those objectives
The following notes were part of a series by Wolfgang
Baur. I don’t remember where they were
originally published, perhaps Dungeon Magazine.
Keep the backstory of an adventure simple and relevant to
the characters.
Have encounters serve a point, avoid random ones, and trim
excess ones.
Select monsters to a theme and give them a reason for being
there. Use variation for the chosen
monsters, instead of adding random monsters.
Consider Challenge treasure.
Items gained from adventuring that are hard to remove, transport, or
sell. Items that are fragile, huge, a
valuable animal, or makes the holder a target.
Property, land, noble titles.
Historic artifacts, that do not have any intrinsic monetary value, but
are priceless.
Make adventure motives personal to the characters:
curiosity, fear/survival, greed, heroism/fame, loyalty/honor/duty, and
revenge. Consider also the Plot Twist
that changes the characters’ motives during the adventure.
Vary the types of encounters to challenge the players and to
give each character class a chance to shine.
Combat: Vary the danger of the encounters.
Low-level: A light workout, probably only a nuisance or
delay. However, a long series of small
encounters, without a chance to rest, can be dangerous (running a gauntlet).
High-level: Possibly lethal, but can’t be avoided, necessary
to character goals. If the foe is
intelligent though, negotiation might be an option.
Big Finish: Face off against the main villain and his
henchmen. This kind of encounter should
require the characters to use some strategy to defeat, not just a rush to
battle. Give the characters a reason and
an opportunity to recon it first.
Magic: Traps, obstacles, or weird artifacts and their
effects. Usually require some special
consideration to deal with.
Knowledge: Requires the characters to draw on previously
gained experience or they will have to seek out the knowledge.
Puzzle or Trap: An encounter to waylay or delay the
characters. Traps should come with some
sort of warning and may have a secondary feature, such as an alarm. Puzzles may be a test of worthiness or
require the characters to seek out something to solve it.
Roleplaying: Encounters featuring negotiation,
interrogation, and intelligence gathering.
Some potential combat encounters should have the option of negotiation.
Safe Haven: Give the characters a place to rest, regroup,
and plan.
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